Merge pull request #610 from joshuarwood/documented_zbuffer

Updated variable and function names for artifact handling
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fgsfds authored and GitHub committed 2025-05-12 16:43:07 +02:00
commit 8bfaaf63ed
9 files changed
+201 -87

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+142 -38
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@@ -7,7 +7,7 @@
#include "game/game_0b2150.h"
#include "game/tex.h"
#include "game/sky.h"
#include "game/game_13c510.h"
#include "game/artifact.h"
#include "game/bg.h"
#include "game/stagetable.h"
#include "game/room.h"
@@ -23,6 +23,70 @@
#include "game/prop.h"
#endif
/**
* Artifacts are points of interest in the z-buffer.
*
* They correspond to:
* - Individual circles in the lens flare effect from the sun.
* - Individual corners of each light fixture's box.
*
* The game needs to do line of sight checks to these points. The collision
* system would normally be used for line of sight checks, but it only works
* with basic geometric volumes and also doesn't take into account the player's
* gun. Instead, the checks are done by reading from the previous frame's
* z-buffer.
*
* Typically, the z-buffer would be read by the scheduler after a graphics frame
* is rendered, but this only works if the z-buffer is a complete image.
* PD draws the scene, then clears the z-buffer before drawing the player's gun,
* so the z-buffer at the end only contains the player's gun. To work around
* this, the GPU is given commands to read the z-buffer as a texture and copy
* depth values to a safe place before clearing it. Then once the frame is
* rendered, the scheduler compares the saved depths with the current z-buffer
* and updates the artifact, applying the minimum of the two depths.
*
* The scheduler maintains 3 arrays of artifacts, each referenced by indexes
* which rotate between them.
* - Artifacts are written by the main thread using the write index.
* The write and front indexes are then incremented.
* - The same artifacts are updated by the scheduler using the pending index.
* The pending index is then updated.
* - The artifacts are then rendered on a later frame using the front index.
*
* In each artifacts array, the first several slots are reserved for the sun
* flare artifacts. The quantity depends on the number of suns in the stage
* (Skedar Ruins has 3) and there are 8 artifacts per sun. The remaining slots
* are used for light fixture corners. The array is big enough to handle at
* least 90 lights on screen at a time.
*
* The initial state of the indexes are write=0, front=1, pending=0.
* These are set in sched_reset_artifacts.
*
* The detailed workflow is:
* - CPU: Light artifacts are determined and added to write artifacts (0) array
* - CPU: Constructs the gdl in this order:
* - Render scene
* - Copy relevant parts of z-buffer to write depths (0) array
* - Clear z-buffer and render gun
* - Render artifacts by reading from front artifacts (1) array
* - CPU: increments write (0 -> 1) and front (1 -> 2) indexes
* - GPU: Executes above task. g_ArtifactDepths0 now contains depths, and is
* pointed to by pending.
* - Scheduler: Reads the z-buffer, which at this point only contains the gun
* depth information, and updates the artifact with the minimum of the two
* - Scheduler: Increments pending (0 -> 1)
*
* It appears that the front index should be initialised to 2 instead, so that
* it's one frame behind the others rather than two frames behind.
*
* There's no doubt this went through several iterations before landing on this
* implementation. It's likely that this was implemented using a single and full
* z-buffer and it worked well until they decided to clear the z-buffer before
* rendering the gun. There is evidence in zbuf.c that they allocated a second
* z-buffer and swapped it. But when memory got too tight they had to change it
* to this texture read method.
*/
u8 *var800a41a0;
u32 var800a41a4;
u32 var800a41a8;
@@ -44,11 +108,25 @@ void artifactsTick(void)
schedIncrementFrontArtifacts();
}
u16 func0f13c574(f32 arg0)
u16 floatToN64Depth(f32 arg0)
{
/**
* Method to convert a 32 bit floating point depth value to the
* unsigned 16 bit integer format used by the zbuffer on the N64.
* The argument arg0 represents z normalized to [0, 1] * 32704.0f.
*
* It works by converting the depth value to a large, unsigned 32 bit
* integer before scaling back down to an unsigned 16 bit integer.
* The scaling is done using bit shift operations on the most & least
* significant bytes of the resulting 16 bit integer, likely because
* bit shift operations are faster than division. The segmentation of
* this calculation at values 0x3f800, 0x3f000, etc. is probably
* intended to reduce z-fighting by adding more differentiation for
* distant z values.
*/
u32 value = arg0 * 8.0f;
u32 left;
u32 right = value;
u32 left; // forms the most significant byte of the final u16
u32 right = value; // forms the least significant byte of the final u16
if (value > 0x3f800) {
right = value & 0x7ff;
@@ -87,7 +165,7 @@ u16 func0f13c574(f32 arg0)
return left << 13 | (right << 2);
}
s32 func0f13c710(f32 arg0)
s32 artifactsFloatToInt(f32 arg0)
{
if (arg0 > 0.0f) {
if (arg0 > 2147483520.0f) {
@@ -232,8 +310,8 @@ void artifactsCalculateGlaresForRoom(s32 roomnum)
if (spdc[3] > 0.0001f) {
f20 = 1.0f / spdc[3];
x = func0f13c710(viewleft + (1.0f + spdc[0] * f20) * (viewwidth * 0.5f));
y = func0f13c710(viewtop + (1.0f - spdc[1] * f20) * (viewheight * 0.5f));
x = artifactsFloatToInt(viewleft + (1.0f + spdc[0] * f20) * (viewwidth * 0.5f));
y = artifactsFloatToInt(viewtop + (1.0f - spdc[1] * f20) * (viewheight * 0.5f));
f0 = (spdc[2] * f20 * 511.0f + 511.0f) * 32.0f;
if (f0 < 32576.0f) {
@@ -335,8 +413,8 @@ void artifactsCalculateGlaresForRoom(s32 roomnum)
f20 = -9999.0f;
}
xi = func0f13c710(viewleft + (1.0f + spdc[0] * f20) * (viewwidth * 0.5f));
yi = func0f13c710(viewtop + (1.0f - spdc[1] * f20) * (viewheight * 0.5f));
xi = artifactsFloatToInt(viewleft + (1.0f + spdc[0] * f20) * (viewwidth * 0.5f));
yi = artifactsFloatToInt(viewtop + (1.0f - spdc[1] * f20) * (viewheight * 0.5f));
f0 = (spdc[2] * f20 * 511.0f + 511.0f) * 32.0f;
if (g_ZbufPtr1
@@ -357,14 +435,20 @@ void artifactsCalculateGlaresForRoom(s32 roomnum)
if (index < MAX_ARTIFACTS) {
#ifndef PLATFORM_N64
artifact->unk02 = artifactTestLos(&spec, &g_BgRooms[roomnum].pos, xi, yi);
artifact->visiblelos = artifactTestLos(&spec, &g_BgRooms[roomnum].pos, xi, yi);
#endif
artifact->unk04 = func0f13c574(f0) >> 2;
artifact->unk08 = &g_ZbufPtr1[viGetWidth() * yi + xi];
/**
* the original game performs artifact depth comparison
* using the N64 depth values divided by 4. This is
* accomplished by bit shifting the N64 depth value
* to the right using >> 2
*/
artifact->expecteddepth = floatToN64Depth(f0) >> 2;
artifact->zbufptr = &g_ZbufPtr1[viGetWidth() * yi + xi];
artifact->light = &roomlights[i];
artifact->type = ARTIFACTTYPE_GLARE;
artifact->unk0c.u16_2 = xi;
artifact->unk0c.u16_1 = yi;
artifact->screenx = xi;
artifact->screeny = yi;
}
}
}
@@ -375,7 +459,7 @@ void artifactsCalculateGlaresForRoom(s32 roomnum)
}
}
u8 func0f13d3c4(u8 arg0, u8 arg1)
u8 artifactsClamp(u8 arg0, u8 arg1)
{
if (arg1 >= arg0 + 7) {
return arg0 + 7;
@@ -423,18 +507,18 @@ Gfx *artifactsRenderGlaresForRoom(Gfx *gdl, s32 roomnum)
u16 min;
u16 max;
f32 lightop_cur_frac;
s32 t2;
s32 numgood;
struct light *light;
u8 *s3;
s32 k;
s32 count;
u16 t4;
u16 actualdepth;
f32 add;
s32 l;
f32 brightness;
s32 avg;
s32 tolerance;
f32 f0;
s32 v1;
s32 difference;
s32 r;
s32 g;
s32 b;
@@ -460,6 +544,12 @@ Gfx *artifactsRenderGlaresForRoom(Gfx *gdl, s32 roomnum)
struct light *light2 = artifacts[i].light;
count = 0;
/**
* light arifacts are created from several, closely spaced
* textures that give the appearance of a dynamic light glare
* as the character moves. Loop to count all the sub-artifacts
* in this light.
*/
for (j = i; j < MAX_ARTIFACTS && artifacts[j].type == ARTIFACTTYPE_GLARE && artifacts[j].light == light2; j++) {
count++;
}
@@ -470,51 +560,65 @@ Gfx *artifactsRenderGlaresForRoom(Gfx *gdl, s32 roomnum)
if (roomnum == light->roomnum) {
lightindex = ((uintptr_t)light - (uintptr_t)g_BgLightsFileData) / sizeof(struct light);
s3 = &var800a41a0[lightindex * 3];
t2 = 0;
numgood = 0;
min = 0xffff;
max = 0;
/**
* loop to determine the min & max depth of
* the sub-artifacts composing this room light.
*/
for (k = i; k < i + count; k++) {
if (artifacts[k].unk04 > max) {
max = artifacts[k].unk04;
if (artifacts[k].expecteddepth > max) {
max = artifacts[k].expecteddepth;
}
if (artifacts[k].unk04 < min) {
min = artifacts[k].unk04;
if (artifacts[k].expecteddepth < min) {
min = artifacts[k].expecteddepth;
}
}
avg = (max - min) >> 1;
/**
* Define a depth tolerance from the min & max
* depths of sub-artifacts for a given light.
* This will be used to determine which light
* artifacts are visible when comparing depth
* values of lights to other items rendered
* on screen. Without this, the lights would
* constantly flicker due to z-fighting caused
* by the low precision of the N64 depth.
*/
tolerance = (max - min) >> 1;
if (avg < 25) {
avg = 25;
if (tolerance < 25) {
tolerance = 25;
}
for (k = i; k < i + count; k++) {
#ifdef PLATFORM_N64
u16 tmp;
t4 = (artifacts[k].unk02 & 0xfffc) >> 2;
tmp = artifacts[k].unk04;
u16 expecteddepth;
actualdepth = (artifacts[k].actualdepth & 0xfffc) >> 2;
expecteddepth = artifacts[k].expecteddepth;
if (tmp < t4) {
v1 = t4 - tmp;
if (expecteddepth < actualdepth) {
difference = actualdepth - expecteddepth;
} else {
v1 = tmp - t4;
difference = expecteddepth - actualdepth;
}
if (avg >= v1) {
t2++;
if (difference <= tolerance) {
numgood++;
}
#else
t2 += artifacts[k].unk02;
numgood += artifacts[k].visiblelos;
#endif
artifacts[k].type = ARTIFACTTYPE_FREE;
}
s3[0] = func0f13d3c4(s3[0], t2 * 2);
s3[0] = artifactsClamp(s3[0], numgood * 2);
if (t2 > 0) {
if (numgood > 0) {
brightness = viGetFovY() * 0.017453292f;
add = cosf(brightness) / sinf(brightness) * 14.6f;
+1 -1
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@@ -15,7 +15,7 @@
#include "game/sky.h"
#include "game/stars.h"
#include "game/dyntex.h"
#include "game/game_13c510.h"
#include "game/artifact.h"
#include "game/game_1531a0.h"
#include "game/gfxmemory.h"
#include "game/gfxreplace.h"
+4 -4
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@@ -8477,7 +8477,7 @@ glabel var7f1aca90
/* f0a71e4: 100002d5 */ b .L0f0a7d3c
/* f0a71e8: 8fbf0034 */ lw $ra,0x34($sp)
.L0f0a71ec:
/* f0a71ec: 0fc5d9ad */ jal zbufDrawArtifactsOffscreen
/* f0a71ec: 0fc5d9ad */ jal zbufSaveArtifactDepths
/* f0a71f0: 8fa4014c */ lw $a0,0x14c($sp)
/* f0a71f4: afa2014c */ sw $v0,0x14c($sp)
/* f0a71f8: 0c002ca0 */ jal viPrepareZbuf
@@ -9318,7 +9318,7 @@ glabel var7f1aca90
/* f0a71e4: 100002d5 */ b .L0f0a7d3c
/* f0a71e8: 8fbf0034 */ lw $ra,0x34($sp)
.L0f0a71ec:
/* f0a71ec: 0fc5d9ad */ jal zbufDrawArtifactsOffscreen
/* f0a71ec: 0fc5d9ad */ jal zbufSaveArtifactDepths
/* f0a71f0: 8fa4014c */ lw $a0,0x14c($sp)
/* f0a71f4: afa2014c */ sw $v0,0x14c($sp)
/* f0a71f8: 0c002ca0 */ jal viPrepareZbuf
@@ -10159,7 +10159,7 @@ glabel var7f1aca90
/* f0a4f30: 100002cd */ beqz $zero,.NB0f0a5a68
/* f0a4f34: 8fbf0034 */ lw $ra,0x34($sp)
.NB0f0a4f38:
/* f0a4f38: 0fc5c4d5 */ jal zbufDrawArtifactsOffscreen
/* f0a4f38: 0fc5c4d5 */ jal zbufSaveArtifactDepths
/* f0a4f3c: 8fa40144 */ lw $a0,0x144($sp)
/* f0a4f40: afa20144 */ sw $v0,0x144($sp)
/* f0a4f44: 0c002d00 */ jal viPrepareZbuf
@@ -10957,7 +10957,7 @@ void bgunRender(Gfx **gdlptr)
}
#ifdef PLATFORM_N64 // TODO
gdl = zbufDrawArtifactsOffscreen(gdl);
gdl = zbufSaveArtifactDepths(gdl);
#endif
gdl = viPrepareZbuf(gdl);
gdl = vi0000b1d0(gdl);
+1 -1
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@@ -28,7 +28,7 @@
#include "game/portal.h"
#include "game/fmb.h"
#include "game/sky.h"
#include "game/game_13c510.h"
#include "game/artifact.h"
#include "game/game_1531a0.h"
#include "game/zbuf.h"
#include "game/challenge.h"
+6 -6
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@@ -17,7 +17,7 @@
#ifndef PLATFORM_N64
#include "video.h"
#include "game/gfxmemory.h"
#include "game/game_13c510.h"
#include "game/artifact.h"
#include "game/player.h"
#endif
@@ -2518,11 +2518,11 @@ void skyCreateSunArtifact(struct artifact *artifact, s32 x, s32 y)
sunpos.x = env->suns[i].pos[0];
sunpos.y = env->suns[i].pos[1];
sunpos.z = env->suns[i].pos[2];
artifact->unk02 = artifactTestLos(&sunpos, &zero, x, y) * 0xfffc;
artifact->visiblelos = artifactTestLos(&sunpos, &zero, x, y) * 0xfffc;
#endif
artifact->unk08 = &g_ZbufPtr1[(s32)camGetScreenWidth() * y + x];
artifact->unk0c.u16_2 = x;
artifact->unk0c.u16_1 = y;
artifact->zbufptr = &g_ZbufPtr1[(s32)camGetScreenWidth() * y + x];
artifact->screenx = x;
artifact->screeny = y;
artifact->type = ARTIFACTTYPE_CIRCLE;
}
}
@@ -2533,7 +2533,7 @@ f32 skyGetArtifactGroupIntensityFrac(struct artifact *artifacts)
s32 i;
for (i = 0; i < 8; i++) {
if (artifacts[i].type == ARTIFACTTYPE_CIRCLE && artifacts[i].unk02 == 0xfffc) {
if (artifacts[i].type == ARTIFACTTYPE_CIRCLE && artifacts[i].actualdepth == 0xfffc) {
sum += 0.125f;
}
}
+26 -18
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@@ -177,23 +177,31 @@ u16 *zbufGetArtifactsCfb(s32 index)
return addr;
}
Gfx *zbufDrawArtifactsOffscreen(Gfx *gdl)
/**
* This method is designed to save artifact depths
* prior to drawing the hands and weapon on-screen
* since drawing them requires clearing the zbuffer
* to avoid clipping the gun model on floors and walls.
*
* TODO: determine if this works with the PC port
*/
Gfx *zbufSaveArtifactDepths(Gfx *gdl)
{
struct artifact *artifacts = schedGetWriteArtifacts();
u32 stack;
u16 *sp4c = g_ZbufPtr1;
u32 s4 = 0;
u16 *sp44;
u16 *s2;
u16 *image;
u16 *zbuf = g_ZbufPtr1;
u32 numsamples = 0;
u16 *samples;
u16 *thissample;
u16 *zbufrow;
s32 i;
viGetBackBuffer();
sp44 = zbufGetArtifactsCfb(g_SchedWriteArtifactsIndex);
samples = zbufGetArtifactsCfb(g_SchedWriteArtifactsIndex);
g_SchedSpecialArtifactIndexes[g_SchedWriteArtifactsIndex] = 1;
gDPPipeSync(gdl++);
gDPSetColorImage(gdl++, G_IM_FMT_RGBA, G_IM_SIZ_16b, viGetBufWidth(), OS_PHYSICAL_TO_K0(sp44));
gDPSetColorImage(gdl++, G_IM_FMT_RGBA, G_IM_SIZ_16b, viGetBufWidth(), OS_PHYSICAL_TO_K0(samples));
gDPSetScissor(gdl++, G_SC_NON_INTERLACE, 0, 0, SCREEN_320, SCREEN_240);
gDPSetCycleType(gdl++, G_CYC_COPY);
gDPSetTile(gdl++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0x0000, 5, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOLOD);
@@ -220,24 +228,24 @@ Gfx *zbufDrawArtifactsOffscreen(Gfx *gdl)
if (1);
if (artifacts[i].type != ARTIFACTTYPE_FREE) {
s2 = &sp44[s4];
image = &sp4c[artifacts[i].unk0c.u16_1 * viGetWidth()];
thissample = &samples[numsamples];
zbufrow = &zbuf[artifacts[i].screeny * viGetWidth()];
gDPPipeSync(gdl++);
gDPSetTextureImage(gdl++, G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_320, image);
gDPSetTextureImage(gdl++, G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_320, zbufrow);
gDPLoadSync(gdl++);
gDPLoadBlock(gdl++, 5, 0, 0, viGetWidth() - 1, 0);
gDPPipeSync(gdl++);
gSPTextureRectangle(gdl++,
s4 << 2, 0,
(s4 + 3) << 2, 0,
G_TX_RENDERTILE, (artifacts[i].unk0c.u16_2 * 32) + 16, 0x0010, 0x1000, 0);
numsamples << 2, 0,
(numsamples + 3) << 2, 0,
G_TX_RENDERTILE, (artifacts[i].screenx * 32) + 16, 0x0010, 0x1000, 0);
artifacts[i].unk0c.u16p = s2;
s4++;
artifacts[i].depthptr = thissample;
numsamples++;
if (s2);
if (thissample);
}
}
@@ -251,7 +259,7 @@ Gfx *zbufDrawArtifactsOffscreen(Gfx *gdl)
gDPSetTexturePersp(gdl++, G_TP_PERSP);
gDPSetColorDither(gdl++, G_CD_BAYER);
if (sp44);
if (samples);
return gdl;
}
@@ -6,10 +6,10 @@
void artifactsClear(void);
void artifactsTick(void);
u16 func0f13c574(f32 arg0);
s32 func0f13c710(f32 arg0);
u16 floatToN64Depth(f32 arg0);
s32 artifactsFloatToInt(f32 arg0);
void artifactsCalculateGlaresForRoom(s32 roomnum);
u8 func0f13d3c4(u8 arg0, u8 arg1);
u8 artifactsClamp(u8 arg0, u8 arg1);
Gfx *artifactsConfigureForGlares(Gfx *gdl);
Gfx *artifactsUnconfigureForGlares(Gfx *gdl);
Gfx *artifactsRenderGlaresForRoom(Gfx *gdl, s32 roomnum);
+10 -8
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@@ -3494,17 +3494,19 @@ struct audioconfig {
struct artifact {
u16 type;
u16 unk02;
u16 unk04;
u16 unk06;
u16 *unk08;
u16 actualdepth;
u16 expecteddepth;
u16 *zbufptr;
#ifndef PLATFORM_N64
u16 visiblelos;
#endif
union {
u16 *u16p;
u16 *depthptr;
struct {
u16 u16_1;
u16 u16_2;
u16 screeny;
u16 screenx;
};
};
} unk0c;
struct light *light;
};
+8 -8
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@@ -540,20 +540,20 @@ void schedUpdatePendingArtifacts(void)
struct artifact *artifact = &artifacts[i];
if (artifact->type != ARTIFACTTYPE_FREE) {
u16 *unk08 = artifact->unk08;
u16 value08 = unk08[0];
u16 *currdepthptr = artifact->zbufptr;
u16 currdepth = *currdepthptr;
if (g_SchedSpecialArtifactIndexes[g_SchedPendingArtifactsIndex] == 1) {
u16 *unk0c = artifact->unk0c.u16p;
u16 value0c = unk0c[0];
u16 *prevdepthptr = artifact->depthptr;
u16 prevdepth = *prevdepthptr;
if (value0c > value08) {
artifact->unk02 = value08;
if (currdepth < prevdepth) {
artifact->actualdepth = currdepth;
} else {
artifact->unk02 = value0c;
artifact->actualdepth = prevdepth;
}
} else {
artifact->unk02 = value08;
artifact->actualdepth = currdepth;
}
}
}